Sony

Chase [PS3, Xbox 360 – Cancelled]

Chase is a cancelled action adventure with RPG and racing elements that was in development around 2010 for Xbox 360 and Playstation 3, possibly to be published by Evolved Games. While we received some details about the game’s story and gameplay, we don’t know the name of the studio that was working on this project and it seems that only an early tech demo was developed before its cancellation, probably because the pitch was not fully green-lighted by the publisher.

Described as a “cinematic and emotional action RPG and Driving game”, Chase could have mixed some interesting gameplay mechanics from different game genres, within modern day real world settings. Some of the areas planned for the game included California (Los Angeles), Nevada (Vegas), California (San Francisco), Utah (Salt Lake City),  Arizona (Grand Canyon), Texas (Baytown Refinery, largest oil refinery in the United States), New York (New York City),  Michigan (Detroit),  Illinois (Chicago) and Louisiana (New Orleans).

Such games as Burnout Paradise, GTA, Twisted Metal and Midnight Club: Los Angeles were quoted as inspirations for the game’s feel and gameplay, and in Chase players would be able to explore 12 different areas in North America, driving around with many upgradable vehicles (cars, trucks, motorcycles, jet skis and airboats) while trying to escape from enemies or chasing down a target, for example a truck with a gas tank that has to be destroyed. Each vehicle would have had many weapons at its disposal, you could customize your car as you please to became a powerful road warrior. By looking at the early tech demo footage, we can say it kinda looks a bit like the Mad Max game tie-in developed by Avalanche Studios and published in 2015.

Two playable characters were available, Logan and Gina chase, each with their own skills and strengths. We can assume the final game would have included many cinematic cut-scenes with a feel similar to high-speed action movies, with reckless driving, chases, car combat and crashes. Levels would have had destructible environments, dynamic night and day cycles as well as weather that would influence gameplay.

Here are some details from the beginning of the story planned for the game:

“Logan Chase has only scratched the surface of the plot from the secret group called The Hand of the Patriots. The clock is ticking and it’s up to Logan and his wife Gina to stop the chain of events that will cause the United States to fall into chaos.

Logan Chase has lost everything and is now an inmate of a maximum security prison awaiting his execution date. This former agent has been labeled an enemy of the state, locked up and all that he cared for has been taken away from him.

The victim of a major cover-up he has been betrayed and lied to by everyone he trusted even his own lawyer. There is a long list of dirty cops, rogue agents and other dark forces standing between him and freedom. Believing his own life is over Logan’s only concern is for his wife. Before his imprisonment he was able to secure her escape. Gina Chase is probably the only person that knows his innocence and is also a target on the run.

HAND OF THE PATRIOTS: From America’s social elite to generations of political dynasties and hard core religious zealots . The Hand moves in shadows and has pull in it’s many political, religious and charity organizations. They are the one’s who are pulling the strings.

After receiving the final verdict of guilty Logan is being transported back to the prison along with other prisoners. He is told by the warden that they finally have word on where his wife is and she will soon be taken. Handcuffed and bound he fights but can’t get free. But then the prisoners attack the guards and grab the keys. A fight between the prisoners and guards begins on the bus.

The prisoners have the bus and the cops are chasing them. A firefight between them begins. (This includes cars and helicopters). Logan shoots down the helicopter and takes out most of the pursuing cop cars but the bus is on fire and can’t go on much longer. He spots a transport filled with new cars. He decides to jump for it from the roof of the bus. Logan makes the jump and begins to hotwire one of the new cars. The cops are closing in as he starts the car and floors it off the carrier.”

It seems that while Chase was set in real-world settings, there would have been some sci-fi or near-future elements, such as chemical compound used by Hand of the Patriots to render the masses passive and release their free will, and the high-tech combat cars you can see in the footage below.

Multiplayer was also planned for Chase, we can assume it could have been some kind of car combat online mode similar to Twisted Metal.

If you know someone who worked on this game please let us know! We’d love to save even more details about it, before it could be forgotten.

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Death to Spies 3: Ghost of Moscow [PS3, Xbox 360, PC – Cancelled, Beta]

Death to Spies 3: Ghost of Moscow is the cancelled third game in the Death to Spies franchise, in developed in 2010 by Haggard Games and to be published by 1C Company on PS3, Xbox 360 and PC. While the original project was never released on the 7th generation of consoles, the game was later reworked and rebranded as Alekhine’s Gun and published by Maximum Games for PC, Xbox One, and PS4 on March 2016.

Previous Death to Spies chapters (Death to Spies and Death to Spies: Moment of Truth) were set during World War II and the protagonist is a member of the Soviet counterintelligence agency SMERSH called Semyon Strogov. In Ghost of Moscow players had to use stealth to resolve different missions and kill enemies without being detected, exploring non-linear levels with multiple ways of completing objectives, somehow similar to the Hitman series.

As one member of Haggard Games explains, Death to Spies 3: Ghost of Moscow was originally canned because of internal changes at 1C Company:

“Not related to the game. It’s more of their change in business strategy. They closed almost all projects in development and all their internal studios after financial problems and focused only on distribution/publishing already finished products.”

To continue development of the title, Haggard Games ran two crowdfunding campaigns: one on Indiegogo in 2013 and another on Kickstarter in 2014. Unfortunately both campaigns failed to reach the funding goal but they were later able to collaborate with Maximum Games to continue the development of the game as Alekhine’s Gun. This new version follows the same SMERSH (now KGB) agent, Semyon Strogov, who was recruited in the CIA during the 1960’s to untangle a plot inside the United States that could spark nuclear war between the Soviet Union and the United States.

The original beta version of Death to Spies 3 had two other playable characters: Olga Godunova-Lopes and Victor Kovalev. Players could switch between each character at any time during a mission. Alexegy Agamalov, lead developer of Haggard Games was able to provide more details about some the cuts and changes made on the game:

Matt Redmond: I’ve noticed from media, such as screen shots that Victor Kovalev and Olga Godunova-Lopes were to be playable. Was that removed for gameplay balance or to focus the narrative on Semyon Strogov?

Alexegy Agamalov: They were removed because of complexity. It was too much work to design/balance/playtest/focus test/etc.. And we had to cut some features to release the game in time. (After we signed with Maximum Games additional work related to consoles were added). Story also did change, some levels were redesigned to be played by Semyon only.

MR: What kind of abilities were planned for Victor and Olga?

AA: Olga was able to attract guards and other NPC’s, also climbing into some special places (such as small passages not wide enough for the men). Victor was a sniper and knife master, able to hide in shadows or grass. Semyon was able to use disguises.

MR: How was the story modified as the characters were reduced to only Semyon?

AA: Story was completely changed. First story was based mostly on Bay of Pigs invasion. We also had to change the story because rights on it belonged to our previous publisher.. Well, mostly there was gameplay feature cuts (like removing multi-characters), levels were redesigned. Two of the levels were changed from Cold War era to WW2 era (Dts1 levels remakes).

MR: Did Maximum Games decide to pick up the title as they announced plans that the company wanted to expand their publishing portfolio to more mature/adult games? Or was because of the original gameplay demo? (And how much of the game was completed before Maximum Games picked up the project?)

AA: I can’t speak for Maximum Games, but I guess it was a way for them to expand their portfolio. As for how much it was completed, on the moment of signing with MG, Death to Spies 3 was about half-way completed for features/gameplay and 70% on content (graphics/animations/sounds/etc..)

Death to Spies, Death to Spies: Moment of Truth and Alekhine’s Gun are all available on Steam.

Article by Matt Redmond

 

(b)Last (quantic dream) [PS2, Xbox – Cancelled]

Before to became a hugely popular studio among Playstation fans thanks to successful games such as Heavy Rain and Beyond: Two Souls, Quantic Dream was a somewhat obscure French studio mostly known for their cult adventure games Omikron: The Nomad Soul and Fahrenheit.

In early ‘00s Quantic Dream was trying to expand their portfolio with many different projects for the 6th generation of consoles (Dreamcast, PS2, Xbox, GameCube), announcing a few titles that never seen the light of day: Omikron 2, Quark and (b)Last.

(b)Last is for sure one of their most obscure and mysterious project, with only a few details and low-quality images to remember its existence. As far as we know it was meant to be an action game / beat ‘em up in a sci-fi / fantasy setting mixing together Lovecraft tales and the Matrix movies, with weird tentacle monsters, laser weapons, super powers and many different characters to interact with.

While Omikron 2 was probably Quantic Dream’s major focus at the time, only a small team of artists and developers were working on (b)Last: unfortunately the project was soon canned for unknown reasons, but we can speculate the studio fell into some issues while developing so many different games at the same time, making it hard to create a quality, fun game.

As we can read in an old interview with David Cage:

UL: Does QD canceled projects live in this new project? bLast, Quark… other?
DC: We usually start several projects at the same time. Over the last years, one of them get so much interest from publishers that we had to cancel or at least postpone the others. Each Quantic Dream’s project requires up to 80 people and all our attention. It is difficult to start several original project with the same ambition in matter of quality…

At the moment only a couple of images are preserved from (b)Last, we hope to be able to save many more artworks in the future with the help of former developers who worked on it. If you know someone who worked on (b)Last, please let us know!

Thanks to Maik for the contribution!

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Swords of Yi [PS2 – Cancelled]

There is scant information about Swords of Yi. The game was co-created by Artoon and Melbourne House around 2002, planned to be published by Atari as a PS2 exclusive fighting game. Players would have been able to use weaponry, which likely judging by the title would have included swords. The game is also reported to have utilized story-based themes, which was not a very common element in fighting games at the time. Expected to launch sometime in mid to late 2004 initially, Swords of Yi was canceled early in its development and never made it past internal testing phases before being work on the project ended.

Unfortunately neither Artoon or Melbourne House ever released any images from Swords of Yi, but we hope to find some screenshots in the future, maybe with the help of former developers.

In the end Artoon only published two games for the PlayStation 2: Ghost Vibration in 2004 and Swords of Destiny in 2005.  In April 2011 Artoon merged with their parent company “AQ Interactive“, along with Feelplus and Cavia. In June of the same year, AQ Interactive merged with Marvelous Entertainment and Liveware, closing down their original studios. Melbourne House released Transformers and Test Drive Unlimited on the Playstation 2, before being sold to Krome Studios and renamed Krome Studios Melbourne.

Article by Blake Lynch, thanks to Tim Reimer for the contribution!

 

 

Devil’s Third [PS3, Xbox 360, PC – Cancelled]

The premiere game of Tomonobu Itagaki‘s Valhalla Game Studio, primarily made of ex-Team Ninja members Devil’s Third was released in 2015 to incredibly divisive reception.  This would come as no surprised as the title was in development on and off for the good hunk of six years.  Starting development as a Microsoft published Xbox 360 title only to move to a multiplatform title under the now defunct THQ, only to soon after transfer to the Korean Publisher Doobic, a partnership that promised mobile and PC releases as well, who too would end up going out of business, finally resting on the Nintendo WiiU as a Nintendo published title.

The game was first formally announced at E3 2010 by THQ,(who later that year would announce the ill fated Insane) after Itagaki met with Danny Bilson, who would stay with the game until the end. Announced as a PS3/360 title the game looked to be an action game with a deep focus on mixing gunplay with melee combat.  While that much is true in the final WiiU release, one big change can be seen right away.  Despite being used for the reveal trailer and title logo, the 3 characters that had been shown would end up replaced by the new protagonist Ivan.  Not much is actually known of the original cast of three, but the male character focused on in the trailer bears a resemblance to a villain in the final game named Big Mouse.  Another change that can be seen is the excursion of wall running in the final release.

The game would not be shown off more until another trailer the following year, this time focusing on the Japanese celebrity Hard Gay (Masaki Tsumitani) going on a tour of Valhalla’s studio. Despite being four years before the eventual release, in this video a boss (Saha Grundla) and many characters from the final game can be seen.

Another drought of information would come, this time for three years until randomly showing up at E32014, this time by Nintendo.  The game had made a drastic change from the last time shown and the lead protagonist was the easiest to see.  This would be the first time the game would be shown off in any real detail including a multiplayer mode, according to Itagaki a main reason for Nintendo picking the title up to begin with.  The title would then release the following year, despite promises of Nintendo polish, the title would be plagued with issues relating to framerate and lower end graphics, which would give off a very last-gen feel.  The contributing factor to polish issues comes from the title shifting through almost as many engines as it did publishers.  Starting from proprietary to the Darksider’s Engine, ending with Unreal 3.

Despite the lukewarm reception of the WiiU title in most regions outside of Japan, Valahalla also released a multiplayer-only PC version in Asian territories and their subsidiary Soleil is developing the upcoming Naruto to Boruto: Shinobi Strike for current consoles.  Valhalla also opened up a headquarters in Vancouver to watch over each of it’s subsidiaries.

Article by Nicolas Dunai

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